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0 votes
1 answer
81 views

Do I need vertex array object in this case?

In the case of having the vertex attributes (i.e. position, color, etc) hardcoded in the shaders, why do I need to explicitly create a vertex array object (VAO)? If I remove the VAO, nothing is drawn. ...
CroCo's user avatar
  • 255
1 vote
0 answers
56 views

Weird artifacts on heightmap

so i have this compute shader in glsl that creates a heightmap: ...
Barzoius Mecca's user avatar
0 votes
0 answers
38 views

Shadow Artifacts on Plane Below a Sphere

I am having this minor issue implementing shadow mapping. The plane below the sphere has these strange artifacts. I can fix it by offsetting the position slightly but I'd rather have it work ...
Jambo's user avatar
  • 1
1 vote
0 answers
95 views

Multiple Shaders With Sprite Batching

I have coded a game in OpenGL and for rendering I used a Sprite Batching technique to draw many sprites in a single call to glDrawElements(). But as soon as I ...
Pyr0Guy's user avatar
  • 11
1 vote
1 answer
282 views

Is OpenGL Shader a CUDA kernel?

I am working on sone articles, and need a bit of clarity on following question. Is the OpenGL Shader a CUDA Kernel? When searching the web, I have seen information on differences between kernel and ...
armagedescu's user avatar
3 votes
1 answer
214 views

Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?

I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture. Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
Iron Attorney's user avatar
0 votes
2 answers
71 views

Custom matrix structure with OpenGL shaders

I have a MAT4 structure. ...
Valtsuh's user avatar
  • 139
0 votes
0 answers
527 views

When compiling shaders in OpenGL, I get random error messages

I am trying to follow LearnOpenGL while coding in the Zig language, and something that is very odd is that sometimes my shader compilation fails even though I changed nothing between executing the app....
user avatar
1 vote
2 answers
378 views

How do you handle shaders/graphics while remaining cross-platform?

I'm building a C++ based game engine, and I have my ECS complete as well as some basic components for stuff like graphics & audio. However, I'm currently using a custom interface on top of SFML ...
Spencer Rosas-Gunn's user avatar
1 vote
0 answers
120 views

UV map shift for VFX & shaders

(I would like to say right away that I personally am not a programmer and may not be so competent in what is said below.) My friend and I are creating a small "game" engine. We have a task ...
InkCg's user avatar
  • 11
0 votes
0 answers
72 views

How do I pick terrain in GLSL/OpenGL by picking 2D vertices positions?

Presumably the problem is with the internal formats and my understanding of that, but I've been stuck a while, got this sort of approaching working fine on a more straight forward colour picker, but ...
Paul's user avatar
  • 1
0 votes
1 answer
104 views

Normal map lighting is just slightly off

I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
Tom Tsagkatos's user avatar
0 votes
1 answer
1k views

How can vertex position can be converted to fragment position?

I started learning open gl and graphics programming for a while (im using open tk as im working on c#) so i finally came across lighting where you make the ambient diffusion. Im pretty sure that you ...
Alex Mathew's user avatar
0 votes
1 answer
680 views

Fade edges of 2D spline-mesh

I'm re-writing my Unity game in Raylib and are trying to recreate a path/road-shader I made with Shader Graph. The first picture is how it looks in Unity, with faded/blurred edges. The path is a 2D ...
Johan Tovesson's user avatar
0 votes
1 answer
249 views

How to achieve Quake moving lava effect using OpenGL under v2.0?

On the first boss fight level you could notice how lava moves what is not a surprise for a software renderer. But according to the Quake fandom, GLQuake was released in 1997, hence OpenGL had no ...
MaximMogulev's user avatar

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